/***************************************************************************
 # Copyright (c) 2015-21, NVIDIA CORPORATION. All rights reserved.
 #
 # Redistribution and use in source and binary forms, with or without
 # modification, are permitted provided that the following conditions
 # are met:
 #  * Redistributions of source code must retain the above copyright
 #    notice, this list of conditions and the following disclaimer.
 #  * Redistributions in binary form must reproduce the above copyright
 #    notice, this list of conditions and the following disclaimer in the
 #    documentation and/or other materials provided with the distribution.
 #  * Neither the name of NVIDIA CORPORATION nor the names of its
 #    contributors may be used to endorse or promote products derived
 #    from this software without specific prior written permission.
 #
 # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS "AS IS" AND ANY
 # EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 # IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 # PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 # CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 # EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 # PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 # PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
 # OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 # (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 # OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 **************************************************************************/
#include "Testing/UnitTest.h"

namespace Falcor
{
    /** GPU test for builtin constant buffer using cbuffer syntax.
    */
    GPU_TEST(BuiltinConstantBuffer1)
    {
        ctx.createProgram("Tests/Core/ConstantBufferTests.cs.slang", "testCbuffer1", Program::DefineList(), Shader::CompilerFlags::None);
        ctx.allocateStructuredBuffer("result", 3);
        ctx["CB"]["params1"]["a"] = 1;
        ctx["CB"]["params1"]["b"] = 3;
        ctx["CB"]["params1"]["c"] = 5.5f;
        ctx.runProgram(1, 1, 1);

        const float* result = ctx.mapBuffer<const float>("result");
        EXPECT_EQ(result[0], 1);
        EXPECT_EQ(result[1], 3);
        EXPECT_EQ(result[2], 5.5f);
        ctx.unmapBuffer("result");
    }

    /** GPU test for builtin constant buffer using ConstantBuffer<> syntax.
    */
    GPU_TEST(BuiltinConstantBuffer2)
    {
        ctx.createProgram("Tests/Core/ConstantBufferTests.cs.slang", "testCbuffer2", Program::DefineList(), Shader::CompilerFlags::None);
        ctx.allocateStructuredBuffer("result", 3);
        ctx["params2"]["a"] = 1;
        ctx["params2"]["b"] = 3;
        ctx["params2"]["c"] = 5.5f;
        ctx.runProgram(1, 1, 1);

        const float* result = ctx.mapBuffer<const float>("result");
        EXPECT_EQ(result[0], 1);
        EXPECT_EQ(result[1], 3);
        EXPECT_EQ(result[2], 5.5f);
        ctx.unmapBuffer("result");
    }
}
